What's new in this version Version Features Command hunderds of ships. Battle your way through dozens of unique missions. Capture ships to loot them and lure their crews to join yours. Build and maintain your own settlements. Trade goods in ports and smuggle them. Developed by Home Net Games.
Approximate size Age rating For ages 13 and up. This app can Access your Internet connection Microsoft. Permissions info. Installation Get this app while signed in to your Microsoft account and install on up to ten Windows 10 devices.
Seizure warnings Photosensitive seizure warning. Report this product Report this game to Microsoft Thanks for reporting your concern. Our team will review it and, if necessary, take action. They are the only ones that will get the experience. Arming the Boatswains Boatswains make great use of pistols.
They fire at the right time which is every chance they get and seldom get cut up for using them. This can make the difference in a close battle.
Spend the money and watch them work! You can use the person-to-person Exchange display to give Boatswains new weapons and health potions. They will only equip the weapon if it's "better" than the one they have: - First, give them the new weapon and exit the Exchange screen. Grab the weapon they are no longer using. Sometimes they have a strange idea of what is, "better. You get the Nicholas Sharp sword through a quest in Douwessen.
Look for a guy in the Tavern dressed in green clothes when you're Bloke or above. Ship Selection Speed and firing range are the keys to success in sea combat. The fastest ship decides if a battle will take place, and when it will end.
The lowly Lugger is a good example of the type of ship you need to fight battles and capture other ships. The Galeoth and Schooner are also good examples, but a little slow. The Brig and Corvette are the ultimate choice. Arm your ship with Culverines to gain the range advantage. Also, have your Cannoneer select the "Increased Range" Ability to further this advantage and improve accuracy lower trajectory means more hits.
The beauty of having a fast ship with long-range weapons is that you can fire at them, and they can't shoot back poor guys. If you wonder how aggravating this can be, you'll eventually encounter ships armed with Culverines; and they'll drive you crazy, and maybe to the bottom.
Bombs will dish out the damage quickly, despite the fact that you're using Culverines. Other ships to consider: The Frigate is excellent because: - it's more powerful than all the ships that are faster - it's faster than the Battleship, which is the only ship that's more powerful Therefore, the Frigate's main adversary is another Frigate, of which there are plenty in the game.
The Battleship is nearly indestructible and lives at the top of the food chain. Beware of overconfidence, however. Sailing on the Map This is somewhat unrealistic because everything happens so fast. In real life, sails appeared on the horizon hours before decisions had to be made.
Make sure you have your "Lucky Guy" activated on the Passenger Screen. This minimizes storms and encounters with enemy ships. You must give the Map your complete attention to survive: - Avoid storms by sailing away. When you return to the Map the aggressor will magically disappear. This will start the battle with the enemy ships from far, far away. Perfect for Culverines! At best, you'll be severely damaged.
At worst, you'll be sunk in less than a minute. This makes everything a bit more obvious and easy to figure out quickly. This is a lower priority than the other concerns, listed above. When you are skilled on the Map, you'll find yourself "doing the dance," maneuvering for position at long range, broadside to the enemy in broad daylight.
One more little trick: when leaving port your ship is frequently pointed the wrong way, and you may have to have to sail all the way around the island to go in the desired direction. By then, you may encounter storms or enemy. Before you hit the Map button: - Use the "Sail To" function to move to a location that has access to the direction you want to go. Now, when you hit the Map icon, you'll be pointing in the right direction and minimize sailing around the island. Sea Combat This is where the rubber meets the road.
The first 30 seconds are crucial: - Make a quick, intelligent assessment regarding your survival chances. This means identifying the number and quality of enemy ships with your spyglass. This gives you more time to make a decision, and allows you to turn more in the direction of the wind. No ship is so fast that it can't be chased by one of the same make and model. So, a Lugger's greatest enemy may be another Lugger.
Shoot slightly above the red target area, into the yellow, and monitor sail damage with your spyglass. The computer-controlled ships don't know how to do this and cannot keep up.
The goal of every sea battle is to come away with a prize, but this is difficult when other enemy ships are shooting at you, and your damaged prize.
Figure out which ships you want to sink, and which ones you'll attempt to board when they're gone. Most importantly, get into a rhythm for shooting volleys. If you get distracted and fire slowly, the "Cannons" rating of your Cannoneer might as well be 1: - Shortly before reloading is completed, take a look at the target ship through your spyglass to center the aiming cursor. Look for the green target reload indicator and fire the volley as soon as it lights up.
Adjust your next shot accordingly, moving the aim point up or down within the red zone. Always maneuver to minimize your own damage. If an enemy succeeds in closing the range, anticipate his turn to broadside by watching his sails They'll move to "half way" when he starts his turn. Turn away and increase the distance to make his shot more difficult, and to restore your range advantage.
Don't trade broadsides unless you: - Can't increase the distance - Enjoy paying for damage - Have a death wish When fighting in close god help you , try to cross their "T. Adjust your speed to hold this position as long as possible as the enemy ship turns. And be sure to use bombs. Above all, beware of sharp-shooting pirates with Culverines. Some Cannoneers have an Accuracy of 10 and they'll make your life miserable and short.
Put the pedal to the metal and increase the range. That's why "Ship Defense" abilities are more important than sailing skills for the Navigator, with the exception of "Increased Speed" Capturing Ships If you want to live a long life you will not attempt to board another ship that's aggressively attacking you. It's a rare occasion that your ship will stay afloat long enough to throw the grapples.
The conventional method of capturing a ship is to beat them senseless until they go into "flee mode. This program calculation is based on the strength of ALL the enemy ships' compared to yours - they'll either all fight, or all run.
Two enemy ships will usually not "flee" if you're alone, unless your single ship is much more powerful than both of them combined. They'll charge you until one is sunk, then the remaining ship will fight until its strength is much less than yours. So, sink them patiently from a distance, and then damage the last ship until it "flees. If it's doing this effectively, damage the sails, but try not to damage the hull: - It will soon be your ship, and you'll have to pay for the damage.
Once the enemy ships sails are sufficiently damaged, it can no longer turn to keep the stern guns pointing at you. Then, they'll sail along in a straight line. Arm with grapeshot. Nothing is more embarrassing than to sink a few enemy ships, cripple the last one, run it down, and then have them board you when you get there.
You can minimize this possibility by having the maximum number of crew on board. But even then, you may be vastly outnumbered. So, stay clear of boarding range until you've reduced his crew with grapeshot. When you are as close as you dare, and are in position astern to one side: - Slow down with "half sails" - Make a sharp degree turn away from the enemy ship to point your broadside at the center of his ship.
You're trying to hit the hull, however, not the sails. This will insure that you only have to fight one person when you get on board. As you sail away to the side at a degree angle, the enemy ship will continue to move ahead, and be unable to fire any cannons at you. The range will slowly increase, so adjust your aim point higher and higher aiming above his sails to hit his hull is pretty common.
If you can't reduce the crew enough before he gets out of range of grapeshot, turn back toward him and close the range again. Repeat as often as necessary to reduce the crew to a manageable number.
Keep your eye on his hull strength as you fire the grapeshot. Grapeshot only does one-fifth the damage of cannonballs, but you're hitting him often with full broadsides, so significant damage still occurs.
I've captured heavily damaged ships and sailed them back to port, just to have them sink in the harbor. Do you board it anyway, and risk your life and those of your Boatswains, or sink it with bombs and call it a day?
The choice is yours. In a perfect world, his sails are damaged but his hull is healthy and you're ready to board and fight his one 1 remaining crewmember, the Captain. Now all you have to remember is to adjust your Passenger list before you select the grapple symbol.
Land combat: This is relatively easy, and a good place for your Boatswains to team up and murder everyone in seconds. You should fire your pistol as well. You can shoot at close range if the enemy is fighting someone else. You can do this while you're blocking by hitting the "Y" key, then "A," "A.
An enemy Captain can penetrate your "trusty" blocking ability. And when he hits, he hits hard, taking a minimum of half your life with each stroke, and frequently, all of it. Approach boarding actions with caution until you and your Boatswains have the "Professional Fencing" Ability.
He is nervous and when you tell him, you agree to go with you. Take him to behind the tavern near the wall. Tobias is waiting there. Then you three make escape to the port. You will be talking with a solider at the port. He will let you go easily but when you are near at the dock, other soldiers run to you and you will have to fight many soldiers again. It is easy because they cannot surround like before.
The dock is small enough for two man and you are blocking their way. So easily kill one by one and then leave the port. If you have two ships before you do this quest, one ship will be send to Redmond and another ship will help you fight the French's ship on the battle at the port.
The ship you are commanding is the ship of the French officer who agrees to give the ship to English. This is quite hard because on the way, a French battle ship is blocking and shooting the ship. At the back, the ford will shoot the ship with cannon. And two small French ships are on the side shooting at you as well. My suggestion is sail away as fast as you can instead of fighting back. Since battle ship is slow, first sail to the direction which it cannot shoot and then from this point sail away fast.
When you get back to the Governor, he is pleased with you and give you reward. And he will order to participate in liberating Oxbay.
But first he wants you to rest at the Tavern and wait for his call. This is another quest. Quest 4 Wait at the Tavern and deliver the locked chest Although these quests are written separately in the quest book, I will take it as one same quest.
When you head to tavern to deliver the locked chest you are asked, there are two pirates waiting you at the entrance. They will ask you to give the chest to them. You can refuse and fight them but believe me; you cannot even make them a scratch. They will give you another chance and ask again to give the chest. This time, give the chest to them and they will be disappeared. You quest will be updated as they will tell you that the shipyard owner set you up.
Go inside the Tavern and you will meet a cute babe, Denial and her right hand Ralph. Since you two had strong relationship in the past, you will be surprised to see her again.
After some talk, English soldiers come and arrest you. You and Denial will fight soldiers. But Denial's right hand Ralph will die. She will become so mad at you and tell you to run away. After she runs away from the Tavern, other English soldiers arrive. But this time you give in.
Quest 5 Escape from Jail Now you will be in the jail. You weapons will be taken. You will be talking with the warder. If you can convinced him that you will let him join your ship as an officer, he will let you go and give you weapons back. On your way out, you have fight two English soldiers and before you get out, the Governor will come in. He will tell you this is the terrible mistake and say sorry. But he will execute the warder for breaking law and letting you go.
You can convince the Governor that you will take care of the warder as your crew on your ship. The Governor will agree. And guess what, while you are in the jail, English has already liberated Oxbay and you don't have to involve in the battle. Quest 6 Find the betrayed Captain Rehims and bring him back The Governor orders you this time to find a man named Rehims who betrayed English in order French to achieve the invasion. He was last heard at the Pirate's hideout. Go to there and dock at the port.
At the first time you go into the pirates' hideout, you will see two man fighting swords. You can just let the man kill or save the man. If you save the man, the navigator will join your crew.
If you let him executed, the captain will join your crew. This is another quest and you can see this crew member only when you enter pirate's hideout. If you talk to the other man inside hideout and you will get information that Tavern keeper woman is close to Rehims.
Go to tavern and talk to the tavern keeper. If you can convinced her, you will tell you that Rehims has left to Isla Mulle. But you will also hear that at the day the Rehims he was shot. You get information about Smuggler leader. Follow Rehims to Isla Mulle and go to the Tavern. Ask the Tavern keeper and he will tell you to go away. Leave the Tavern and you will meet with a smuggler who will take you to the smuggler leader.
You will meet with a smuggler leader and know that Rehims left by telling no one where he is heading. He is in the expedition for finding something. You know he has a house in the smuggler lair but the smuggler leader prohibits you to go inside. You should go to Tavern and wait until night fall. There are two men guarding in front of the house. Go to the right side of the house and then you can enter the house. You will find nothing but an old ledger.
Two guards will enter the house and you will fight with them. The quest for finding Rehims is temporary ended here as you lost trace of him. Before you go back to Governor and report about it, it is good time to investigate about 'Black pearl'. Quest 7 Black Pearl This is the original quest of delivering the locked chest to Tavern keeper at Redmond from shipyard owner at Oxbay. So you go back to Oxbay. French ships won't be there to attack you because English already liberated Oxbay.
Shipyard owner admitted that he knows about the attack but he didn't plan to set you. In fact he set up the Tavern keeper because he is his enemy. In the chest, there are coins inside. Those pirates are like ghosts, and they follow the coins and kill the man who has the coins. He will tell you that if you want to know more about these coins go to Flarais de Flu. Don't bother trying to sink that ship. You ship will be sank instead. If you don't start attacking, it won't attack you.
Sail to the port and find a house inside there is a man sitting. To find his house, just go straight from the port door. You will see on your left two houses and on your right there is a road to Jungle. The guy is in the second house on the left.
He will tell you a story about the 'Black Pearl' and its cursed pirates. Apparently you cannot kill it. When you get out of the house the man will come and talk to you. He and you will be drinking at Tavern and he will tell you about how to kill the Black Pearl. In order to destroy the ship, you will need an ancient Incan treasure. The quest will end temporary here.
Quest 8 Deliver the letter to Pirate Lord When you are back to Redmond Governor, he is so mad that you failed the task. But he will give your reward anyway. Your next task is so simple. You have to deliver the letter to Pirate chief at Pirate Hide out. Just go and deliver. It seems that Governor has been using Pirate Lord's help. Quest 9 Retrieve the stolen treasures After delivering the letter, the Governor wants you to do the personal order.
His ship with the lots of goods and important collection of Incan treasure was robbed by pirates and now the pirates are hiding at Donuwesan jungle.
Your job is to go to Donuwesan and retrieve it. Upon reaching Donuwesan, you will enter sea battle with a ship. Destroy it and you will be at the shore ordering your crew to find the treasures. Your crew will be recovered most of the treasures but one is missing. Go back to the Governor and inform him about this. He will give you next order. Quest 10 Bring the prisoner from Greenford The Governor wants you to go to Greenford and take the pirate prisoner to him.
Go straight and turn right to get to the prison at Greenford. It is near the other side of the gate. But you will be informed that the prisoner has been escaped. Get out of the prison and the woman will ask your help.
Three men are trying to burn an old man near the prison. Help the old man and he is happened to be a scientist who is living at Lighthouse.
He invites you to his house and when you reach to light house, you will meet with Denial again with the other guy named Vincent. The guy knows where the Rehims and Denial agrees to take you along. Go back to the Governor and inform about this and tell him about the trace of Rehims. The Governor is happy to let you do this job. And off they sail to the sea. You will have to sail to Donuwesan and dock at the port. As soon as you arrive, Denial will tell you that Vincent has already gone to Tavern.
Go to the Tavern and you will meet with Vincent. He will tell you that the guy who is sitting near the entrance of Tavern is Rehims. When you talk to Rehims, he is first surprised and then later he will tell you to go to his house which is outskirt of the town. As soon as you, Denial and Rehims get out of the town, three cutthroats will rush to attack you. You will be stayed behind in order to escape Danielle and Rehims.
She will tell you the way to Rehims's house. Fight with thugs and just continue walking straight. You will be at the first intersection. Keep walking and you will see another intersection. Turn left to get to Rehims house. Upon arriving you will be surprised to see that Rehims is dying. Danielle now realizes that you work for English and she will draw her sword. Before you can do anything, the crazy girl will stab you and you will fall and pass out.
You will hear what Rehims and Danielle are talking. It seems that you are stuck in some kind of conspiracy of English Governor. And Danielle is looking for the same things that Governor Silehard is after. Your quest is updated and now ready to find Danielle. Go to the church. Just go straight from the entrance of the town and then turn right to the big church. Ask the priest to let you into the Library.
But the priest won't let you unless you do him a favor. His documents were stolen by pirates who are apparently at Conceicao. Follow him to Conceicao tavern and you will meet him near the entrance of the Tavern. He will not give up his stolen documents and you will have to fight him by sea battle. Go out the Tavern and go to the port. Depart and destroy the pirate ship.
If you sink the pirate's ship the documents will be lost. I captured the ship of course and I got the documents. Return to the Isla Mulle church. You can blackmail the priest before you give the documents. I got about gold. After that you will study about ancient Incan text and you will start tracing what Danielle and Silehard are after.
You will have to sail to Oxbay Lighthouse and from there go to Oxbay mine. First you will have to ask the mine officer and ask about the guy who come here before to get the Clay Tablet from the mine. Then go inside the mine and talk to the Negro slave master. He will not tell you anything until you free him. Go to the officer again and buy this salve from him. It is gold. When you free the slave, he will tell you about the guy who come to the mine. He will ask you to be your crew member.
It is up to you. Go back to Isla Mulle Tavern and ask about the girl, Danielle. As soon as you get out of the Tavern, you are in the battle with thugs to save Danielle. Save her and she will join you. Now you have realized that Governor Silehard has been using you. Danielle wants to sneak into Silehard's house and ask him about the Incan treasure.
Go back to Redmond. You will be immediately inside the Silehard's bed room. You will threaten him but cunning Governor will escape and you will be battled with guards. You and Danielle will split up to find the last Incan Idol and about the text. Quest 13 Looking for the Incan Idol Although, this is the continue quest from the last quest, I want to separate as different quest. Since Danielle is out of the party temporary and you are on the way to Greenford while she is in search for the ancient text to find the treasure.
You will have to go to Greenford Prison again and ask the Warder to give the Incan Idol that is kept in the prison. But Silehard is this time one step before you and he orders to bring the Idol to Redmond and kill anyone who asks about this Idol. Fight with all the soldiers inside the prison. And hurry back to the port. There is an English Frigate and you should try to capture it.
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